Animation Events
Revision as of 15:30, 30 August 2014 by imported>Egocarib
This is a collection of registered animation events (for humanoid races; other races will be included eventually). Valid events are bolded.
- Note: This page will eventually just be valid events and list order of events, but for now all registered events will be listed here.
Magic Animation Events
- arrowDetach
- attackStop
- BeginCastRight
- BeginCastLeft
- BeginWeaponDraw
- CastStop
- DisableBumper
- EnableBumper
- InterruptCast
- Magic_Equip_Out
- MRh_Equipped_Event
- MRh_PreSelfConOut
- MRh_SpellFire_Event
- MRh_WinEnd
- MRh_WinStart
- SprintStop
- tailCombatIdle
- tailCombatState
- tailEquip
- WeapEquip_Out
- WeapEquip_OutMoving
- weaponDraw
Concentration Spells
;Equipping
DisableBumper
tailEquip
weaponDraw
InterruptCast
arrowDetach
weaponDraw
Magic_Equip_Out
EnableBumper
tailCombatIdle
;Casting
BeginCastRight
SprintStop
tailCombatIdle
MRh_PreSelfConOut
MRh_SpellFire_Event
;Stopped Casting
CastStop
tailCombatIdle
;Unequipping
DisableBumper
InterruptCast
arrowDetach
tailCombatIdle
weaponDraw
BeginWeaponDraw
WeapEquip_OutMoving
WeapEquip_Out
EnableBumper
tailCombatState
attackStop
tailCombatIdle
Fire & Forget Spells
;Equipping
DisableBumper
tailEquip
weaponDraw
InterruptCast
arrowDetach
weaponDraw
Magic_Equip_Out
EnableBumper
tailCombatIdle
;Hold/Ready
BeginCastRight
SprintStop
tailCombatIdle
;Release
MRh_SpellFire_Event
MRh_WinStart
MRh_WinEnd
MRh_Equipped_Event
CastStop
tailCombatIdle
;Unequipping
DisableBumper
InterruptCast
arrowDetach
tailCombatIdle
weaponDraw
BeginWeaponDraw
WeapEquip_OutMoving
WeapEquip_Out
EnableBumper
tailCombatState
attackStop
tailCombatIdle
Weapon Animation Events
Bows
;A quick bowshot (a single click of the mouse)
bowDraw
SoundPlay.WPNBowNockSD
BowZoomStop
arrowAttach
SoundPlay.WPNBowPullLPM
bowDrawStart
bowDrawStart
InitiateWinBegin
SoundStop.WPNBowPullLPM
BowRelease
arrowRelease
tailCombatIdle
AttackWinStart
bowEnd
attackStop
tailCombatIdle
HeadTrackingOn
tailCombatState
BowZoomStop
bowReset
arrowDetach
attackStop
;A longer but not full draw shot
bowDraw
SoundPlay.WPNBowNockSD
BowZoomStop
arrowAttach
SoundPlay.WPNBowPullLPM
bowDrawStart
bowDrawStart
InitiateWinBegin
InitiateWinEnd
SoundStop.WPNBowPullLPM
arrowRelease
BowRelease
tailCombatIdle
AttackWinStart
bowEnd
attackStop
tailCombatIdle
HeadTrackingOn
tailCombatState
BowZoomStop
bowReset
arrowDetach
attackStop
;A full draw, held for a moment, then fired
bowDraw
SoundPlay.WPNBowNockSD
BowZoomStop
arrowAttach
SoundPlay.WPNBowPullLPM
bowDrawStart
bowDrawStart
InitiateWinBegin
InitiateWinEnd
SoundStop.WPNBowPullLPM
BowDrawn ;-> Only actives on a full draw
tailCombatIdle
SoundStop.WPNBowPullLPM
;---The bow is fully drawn here and being held. Next line is after you release the mouse button.---
arrowRelease
BowRelease
tailCombatIdle
AttackWinStart
bowEnd
attackStop
tailCombatIdle
HeadTrackingOn
tailCombatState
BowZoomStop
bowReset
arrowDetach
attackStop
Swords (One handed)
;Blocking
tailCombatIdle
SoundPlay.NPCHumanCombatShieldBlock
blockStartOut ; The actual block animation.
tailCombatIdle
SoundPlay.NPCHumanCombatShieldRelease
blockStop
;Simple weapon swing
PowerAttack_Start_End
HeadTrackinOff
preHitFrame
weaponSwing ; Will register the moment the swing starts
HitFrame
CastOkStart
AttackWinStart
AttackWinEnd
attackStop
HeadTrackingOn
CastOkStop
tailCombatState
tailCombatIdle
;Power attacks
PowerAttack_Start_End
HeadTrackingOff
preHitFrame
CastOkStop
InterruptCast
preHitFrame
slowdownStart
weaponSwing
HitFrame
00NextClip ; Standing Power attack animation
AttackWinStart
AttackWinStart
attackStop
AttackWinEnd
HeadTrackingOn
tailCombatState
tailCombatIdle
attackStop
;The next series of power attacks have the same sequence and anim event to trigger them. When doing a left, right, backwards, or forward power attack.
tailCombatLocomotion ; moving while in combat state
PowerAttack_Start_End
HeadTrackingOff
preHitFrame
CastOkStop
InterruptCast
preHitFrame
weaponSwing
HitFrame
PowerAttackStop ; This will register when the power attack starts.
tailCombatIdle
HeadTrackingOn
tailCombatState
attackStop
tailCombatLocomotion
attackStop
Movement & World Interaction Events
Sneaking:
- Non-combat:
- Enter sneaking while standing: tailSneakIdle
- Enter sneaking while moving: tailSneakLocomotion
- Leave sneaking while standing: tailMTIdle
- Leave sneaking while moving: tailMTLocomotion
- During Combat:
- Enter sneaking while standing: tailSneakIdle
- Enter sneaking while moving: tailSneakLocomotion
- Leave sneaking while standing: tailCombatIdle
- Leave sneaking while moving: tailCombatLocomotion
- Important: You'll need to track the player's Sneak state in your script, because the "enter sneaking" events will re-fire if the player jumps or falls and you may not want your script to react to every event. Relatedly, if the terrain is a bit irregular, the sneaking events may re-fire even if the character is standing still and the camera simply moves to the left/to the right.
Water Events:
- Player Entering Water: SoundPlay.FSTSwimSwim (can be sent repeatedly if "treading water" near surface. Also sometimes will be sent even when deep underwater)
- Player Exiting Water: MTState